hiya.. Just wanted to post a thought or 2. Having now played both fed and klink, and having some experience in balancing trek ships, I'd like to say there IS an imbalance.
ok both sides have access to the same weapons, skills, and I imagine the basic ship stats are similar if not the same. However, the klink side does have something the fed side doesn't.
The cloaking device. In pvp, klinks pick their targets. escorts first etc. They decloak and then nuke feds dps and pick the others off at their leisure. Honestly, this is proper. It's suppose to be an advantage. I'd say this is the main reason klinks usually win. The problem is, there's very little disadvantage to balance it out.
I got a couple of ideas. First I notice I can start firing almost as soon as I hit the decloak button. shouldn't there be a delay in transfering power to weapons, at least until the ship is completely decloaked?
Cloaks are suppose to use a tremendous amount of power, yet I can come out of cloak with weapons already fully charged. Perhaps only allow weapons to charge 60-70 percent of max while cloaked.
Klinks can nuke a fed ship, they decloak and hit one shield together. Hgw about allowing fed ships to do something like a double shield? Example - shield double front, at a cost of say half of other three shields?
to be honest, most klinks don't plan for what happens when the strike fails. As a fed you first need to think about how your going to survive that first strike and retaliate. Once they realize that the first strike failed, some will scatter and some will die under the focus fire of 5 fed ships.
in short, heal through the alpha strike, then retaliate. Most klink teams invest heavily on the alpha strike skimp on the heals, that is their weakness.
Cloacks are fine. First or second klink to de-cloack gets ripped to shreds from a good fed team. And a third one might get blown up in cloacked state caused it got busted by a scan.
Cloacks are fine. First or second klink to de-cloack gets ripped to shreds from a good fed team. And a third one might get blown up in cloacked state caused it got busted by a scan.
additionally, most klinks have terrible reaction times when they get hit by a scan. almost as bad as head-lit deer
I got a couple of ideas. First I notice I can start firing almost as soon as I hit the decloak button. shouldn't there be a delay in transfering power to weapons, at least until the ship is completely decloaked?
Cloaks are suppose to use a tremendous amount of power, yet I can come out of cloak with weapons already fully charged. Perhaps only allow weapons to charge 60-70 percent of max while cloaked.
The Cloak is an advantage for the first strike ,yes. Thats it ,nothing more. Battlecloak is only available to BoPs all other Klingon Ships have to stay in fight until they die or make the others die. In the Star Trek Films it is said that the Cloak is powered by Shield Power ...guess thatswhy our shields drop (and shield power goes down to zero) when cloaking ...it is also said that the Weapons cant be fired while in cloak but if you watched the Films you know most BoPs (thats the most common used Klingon Ship in Films/Series) immediatly start firing when decloaking so this is just working as intended. Oh and as Faithborn stated ...you only have to survive the first strike then the odds are even ,maybe a bit advantage towards Fed Ships (little more hull/shields and such) since then its basically like FvF ...all ships are visible and its just a big slaughter.
Klinks can nuke a fed ship, they decloak and hit one shield together. Hgw about allowing fed ships to do something like a double shield? Example - shield double front, at a cost of say half of other three shields?
Youre an Escort pilot right? Double Shield front lets me suspect that.
Anyway sure we can hit all the same shield facing true but this doesnt apply often in Pugs which you will mostly face and just because we can doesnt mean you should get any advantage over it because the other way around ...you could just hit a RSP (yes same as for we "can" hit all the same facing ,every ship is able to have at least 1 RSP so you "can" use one ...if you dont its your choice but the possebility is there )to survive the first strike and then its again like FvF with everyone visible and our advantage of first strike is gone.
to be honest, most klinks don't plan for what happens when the strike fails. As a fed you first need to think about how your going to survive that first strike and retaliate. Once they realize that the first strike failed, some will scatter and some will die under the focus fire of 5 fed ships.
in short, heal through the alpha strike, then retaliate. Most klink teams invest heavily on the alpha strike skimp on the heals, that is their weakness.
this has been happening time after time in t2 (ok only t2 i know) as a fed team we might lose a player to a 5 man focus, but the heals keep him up most of the time to allow the alpha to burn itself out, then they are at a huge disadvantage, often they fail to get even one if there is more than one healer. Really looking forward to t3 only 3/4 of a lvl away.
Universal Bridge stations on the BoP is a much bigger advantage then cloak if you ask me.
Whats the Advantage there? -> You dont know what BoP Setup you will face thats it ...could be some kind of low effective Science Ship with decent Firepower or some kind of Escort with good but not outstanding Firepower or maybe just a "Healer" with low Firepower.
You get 2x Lt BO Stations ,1x Lt Com. BO Station and 1x Com. BO Station. Thats it. You have to choose what you want to do with that BoP ,theres no real way to make him good at everything. As said the only advantage is that you dont know what you are facing and what he's capable of.
Whats the Advantage there? -> You dont know what BoP Setup you will face thats it ...could be some kind of low effective Science Ship with decent Firepower or some kind of Escort with good but not outstanding Firepower or maybe just a "Healer" with low Firepower.
You get 2x Lt BO Stations ,1x Lt Com. BO Station and 1x Com. BO Station. Thats it. You have to choose what you want to do with that BoP ,theres no real way to make him good at everything. As said the only advantage is that you dont know what you are facing and what he's capable of.
I'm surprised you don't see the advantages of Universal Stations compared to any other escort class ship in the game. I've flown a crapload of pvp in a BoP, Raptor, and more recently Fed Escorts and if I could sacrifice the one extra ensign station for universal stations I'd do it in a heartbeat.
You dont get what i mean. --You have to sacrifice One thing for something else ,you wont get the Damageoutput of an Escort +Heal of a Cruiser/+CC of a Science.
You want to do Damage? Then you will have to use the Com Slot for Tactical BO and for sustained damage like an escort chaining Attack patterns you will have to use the Lt Com Slot for Tactical too. Leaves you with 2 Lt Slots left for anything else.
You want to really use CC science abilities then you will have to use at least the Com Slot for Science (2x VM or maybe 1 VM and some Tyrkens Rift or FBP). In doing so you will sacrifice your damageoutput far below that of an escort. You gain in exchange some more survivability because of the CC so youre some kind of science escort. Kind of jack of all trades but not really good at anything. You also can make it a full science which in return takes away any real damageoutput except for FBP as Guns on its own without some kind of Damagebuff dont do that much damage.
I got a couple of ideas. First I notice I can start firing almost as soon as I hit the decloak button. shouldn't there be a delay in transfering power to weapons, at least until the ship is completely decloaked?
Nope, doesn't seem to be canon.
Cloaks are suppose to use a tremendous amount of power, yet I can come out of cloak with weapons already fully charged. Perhaps only allow weapons to charge 60-70 percent of max while cloaked.
That's why your shields are down.
Klinks can nuke a fed ship, they decloak and hit one shield together. Hgw about allowing fed ships to do something like a double shield? Example - shield double front, at a cost of say half of other three shields?
I think the real solution is to just to reduce burst damage. . Enough that whatever counter-measures you have can be activated or your friends can help you, enough that the extra shields and hull points the Federation ships have can actually make a difference.
If you don't have counter-measures or friends for help - well, that's too bad, you better load up counter-measurse and make some friends.
I think "nerfing Cloak" itself is the wrong approach. Reigning in damage outputs would help the game a lot more, and cloak _has_ to be a worthy advantage to have. Worthy enough to actually create different tactic for factions with cloaks then those without, and how they deal with each other.
For the most part, it actually does that already. The "Fedball" is a reaction to cloak, it seems. (That said, the Fedball seems to be generally beneficial - of course staying close together is a benefit if you have limited range heals!)
sheesh, another "imbalance" topic
at the moment there is a attempt to balance out insane damage spikes caused by stacking consoles/abilities increasing dmg without a DR. On the other hand resistances won't stack like this (there is a DR)...thats it.
A cloak is a cloak, it doesn't really cause any damage to federation ships. And it is making things more interesting (paranoia etc. ) FvK is a different approach compared with FvK. Thats it.
I think talking about "imbalance" is very difficult, because everyone may think of his "own balance" somehow.
You dont get what i mean. --You have to sacrifice One thing for something else ,you wont get the Damageoutput of an Escort +Heal of a Cruiser/+CC of a Science.
You want to do Damage? Then you will have to use the Com Slot for Tactical BO and for sustained damage like an escort chaining Attack patterns you will have to use the Lt Com Slot for Tactical too. Leaves you with 2 Lt Slots left for anything else.
You want to really use CC science abilities then you will have to use at least the Com Slot for Science (2x VM or maybe 1 VM and some Tyrkens Rift or FBP). In doing so you will sacrifice your damageoutput far below that of an escort. You gain in exchange some more survivability because of the CC so youre some kind of science escort. Kind of jack of all trades but not really good at anything. You also can make it a full science which in return takes away any real damageoutput except for FBP as Guns on its own without some kind of Damagebuff dont do that much damage.
you could not be more wrong, i dps just fine, i have good survival, if i wanted to add some cc i could do so with only a minor loss of survivability and no loss of damage. and while i mihgt be able to add more sustained damage by using more stations for tac i really dont see the need, infact as far as i am concerned to many tac stations is a disadvantage
ok both sides have access to the same weapons, skills, and I imagine the basic ship stats are similar if not the same. However, the klink side does have something the fed side doesn't.
Hi newbie, bad analysis.
Klingons have 4 ship choices at BG5, Feds have access to 6 choices at RA5. Half of the Klingon ship choices have 1 fewer bridge officer than all 6 Fed choices.
Access to the same equipment is somewhat disingenuous, but you might be too new to understand. Until Season 1 Klingons had enormously limited access to equipment - even the PvP venders were broken for MK X gear. Feds have long had a variety of options for access to better equipment, and still do today.
The basic ship stats are not the same, perhaps you need to take a closer look. Federation Cruisers have 39,000 hull, Science ships have 27,000, and Escorts have 30,000. A Bird of Prey has 24,000, a Raptor has 27,000, a Klingon Cruiser has 36,000, and a Carrier has only 28,000 hull - 2000 less than a Fed Escort!
The Carrier is the Klingon Science ship, but has a turn rate of 4. The powerful science abilities are forward facing, meaning it is not easy to use them with a Carrier. Where were you when Feds were crying about the Galaxy class only having a turn rate of 5? Big Fed ships were upgraded in turn rate - but not the Carrier - which still stays at 4. The Carrier depends on NPC fighters/siphons etc.. which will operate at "normal" difficulty after the patch. Hmm..
Fed Escort Captains have the choice of an extra Engineer OR extra Science bridge officer. Fed Cruiser Captains have a choice of an extra Tactical or Science bridge officer. Note that means both Cruisers and Escorts have the choice of an extra Science bridge officer - and tier 1 science bridge officer skills are the best in the game. Klingon Cruisers have no choices, and are required to have a 3rd Engineer bridge officer - while Raptors have no choices either and are required to have an extra Tactical Officer. Too bad for Carriers and BoPs - they only get 4 Bridge officers which is, as noted earlier, one fewer than EVERY Fed RA ship.
There are ZERO options for an Ensign science bridge officer at BG level for Klingon ships, even though Hazard Emitters, Science Team, Polarize Hull, Jam Sensors, Mask Energy Signature, and Tractor Beam are all viable Tier 1 Science skills available to Feds - not Klingons.
If you think all things are the same, then you aren't paying attention. It is clear as day there are a number of specific details that make each ship type unique.
The variety of options on both sides are good for balance, not bad for balance. Explore the variety with more depth and you will find things are about right. The only places in STO where balance doesn't exist is where the options are limited - like countering certain very powerful abilities. As more options for countering very powerful abilities are made available, these powers will be more balanced.
I personally don't think cloak is overpowered, but I also hate the nerf the DEVs made to stealth for Tactical in ground PvP - and I don't even play a Tactical character. It isn't overpowered if there is a reasonable defense, and right now (at least for me in my Star Cruiser) I feel like I have reasonable defensive/offensive options against cloak that can make it painful for the cloaked guy (you really need to read up on options for detecting a cloaked ship if it is that much of a priority).
while both sides have good and bad points
stealth vs hull
universal BO spots VS +1 assigned BO spot
the feds do have one thing the klingons do not have
D.O.B.
you could not be more wrong, i dps just fine, i have good survival, if i wanted to add some cc i could do so with only a minor loss of survivability and no loss of damage. and while i mihgt be able to add more sustained damage by using more stations for tac i really dont see the need, infact as far as i am concerned to many tac stations is a disadvantage
Well when i see you out there you are using your tac officer so true you got the advantage of your self buffs from beeing a tac guy
You got the ~20-25sec burstdamage and thats all but once that is expired your dps drops until the CD is back up. So as long as the fights are as short as they are at the moment and burst is all that counts Tac officers in BoP have an advantage over the others. As for me ,im Science ,my BoP wont do that much damage without the second Tac BO also i wont do that much burst as you do.
So ,i might be partly wrong regarding beeing a Tac Officer in a BoP but put in an engineer or a science and the dps isnt as high as it is with your Tac.
Well when i see you out there you are using your tac officer so true you got the advantage of your self buffs from beeing a tac guy
You got the ~20-25sec burstdamage and thats all but once that is expired your dps drops until the CD is back up. So as long as the fights are as short as they are at the moment and burst is all that counts Tac officers in BoP have an advantage over the others. As for me ,im Science ,my BoP wont do that much damage without the second Tac BO also i wont do that much burst as you do.
So ,i might be partly wrong regarding beeing a Tac Officer in a BoP but put in an engineer or a science and the dps isnt as high as it is with your Tac.
not really used my sci since before the patch changes so is difficult to say how it would compare now, however i hit 1mil damage on my sci long before i hit 1 mil on the tac tho that is not a lot now, i found that the loss of apa and fomm (which were both lower values then) was more than made up for by a 75% debuff and preventing the target from shooting back. whether i could match my damage now as a sci i dont know for sure, would have to get used to the class again, but before it was a lot higher and oddly quite fast as i never had to contend with rsp or heals etc but also crf was bugged and hit harder. might dust it off at some point and see.
However you were on about the ship, not the captain, and uni slots are worth a lot however you stack it.
Of course then no Klings will play because they can't cheat then.
Maybe Cryptic can offer them badges to play with the Feds...
how about you roll one with all those abilities, you moan in every post, i imagine you would quickly be moaning about op feds once you have had your TRIBBLE handed to you a few times,
Klingons have 4 ship choices at BG5, Feds have access to 6 choices at RA5. Half of the Klingon ship choices have 1 fewer bridge officer than all 6 Fed choices.
Access to the same equipment is somewhat disingenuous, but you might be too new to understand. Until Season 1 Klingons had enormously limited access to equipment - even the PvP venders were broken for MK X gear. Feds have long had a variety of options for access to better equipment, and still do today.
The basic ship stats are not the same, perhaps you need to take a closer look. Federation Cruisers have 39,000 hull, Science ships have 27,000, and Escorts have 30,000. A Bird of Prey has 24,000, a Raptor has 27,000, a Klingon Cruiser has 36,000, and a Carrier has only 28,000 hull - 2000 less than a Fed Escort!
The Carrier is the Klingon Science ship, but has a turn rate of 4. The powerful science abilities are forward facing, meaning it is not easy to use them with a Carrier. Where were you when Feds were crying about the Galaxy class only having a turn rate of 5? Big Fed ships were upgraded in turn rate - but not the Carrier - which still stays at 4. The Carrier depends on NPC fighters/siphons etc.. which will operate at "normal" difficulty after the patch. Hmm..
Fed Escort Captains have the choice of an extra Engineer OR extra Science bridge officer. Fed Cruiser Captains have a choice of an extra Tactical or Science bridge officer. Note that means both Cruisers and Escorts have the choice of an extra Science bridge officer - and tier 1 science bridge officer skills are the best in the game. Klingon Cruisers have no choices, and are required to have a 3rd Engineer bridge officer - while Raptors have no choices either and are required to have an extra Tactical Officer. Too bad for Carriers and BoPs - they only get 4 Bridge officers which is, as noted earlier, one fewer than EVERY Fed RA ship.
There are ZERO options for an Ensign science bridge officer at BG level for Klingon ships, even though Hazard Emitters, Science Team, Polarize Hull, Jam Sensors, Mask Energy Signature, and Tractor Beam are all viable Tier 1 Science skills available to Feds - not Klingons.
If you think all things are the same, then you aren't paying attention. It is clear as day there are a number of specific details that make each ship type unique.
The variety of options on both sides are good for balance, not bad for balance. Explore the variety with more depth and you will find things are about right. The only places in STO where balance doesn't exist is where the options are limited - like countering certain very powerful abilities. As more options for countering very powerful abilities are made available, these powers will be more balanced.
I personally don't think cloak is overpowered, but I also hate the nerf the DEVs made to stealth for Tactical in ground PvP - and I don't even play a Tactical character. It isn't overpowered if there is a reasonable defense, and right now (at least for me in my Star Cruiser) I feel like I have reasonable defensive/offensive options against cloak that can make it painful for the cloaked guy (you really need to read up on options for detecting a cloaked ship if it is that much of a priority).
If this is stil the case. Then all you have done is support the fact there is a balance issue. If the majority of Klingon BG have worse weapons than RA amoungst other equipment and can still over power the Feds then you can hardly say there is not an issue. I have had extensive experiance now of Fed PVP and am pretty good at it. However the numbers speak for themselves. Klingons winning almost every fight?? but no blance issue?? come on. They new SCi changes on Tribble should make a difference and balance things out but i still personally feel that Feds ability to detect clock, even at a v short distance needs improving for all classes. This would go some way to stop the gankfest. It will also help the Klingons as the Fed will not have to forum FedBalls constantly just to not get killed.
Problem is most Klingons know about this embalance and don't want it to change, that's why they are LOUDLY denying it everywhere. Some believe in the delusion so bad they encouraged me to fly my own BoP, that's when I realized it's worse than I originally thought.
If they were to actually balance PvP, most of these WoW players would quit without their IWIN button.
ROFL, klongons win?
DOB has not lost to a klingon premade or PUG in over 5 weeks at least......Not exaterating at all. We do not lose to klingons.
feds need to L2P better
ROFL, klongons win?
DOB has not lost to a klingon premade or PUG in over 5 weeks at least......Not exaterating at all. We do not lose to klingons.
feds need to L2P better
Ah, that would be "WE."
So do any soloing against Klangs in PvP? So your saying a group that's played together and refined their moves together can beat groups of Klangs using the IWIN button.
Try it. Without your buddies to back you up and keep the butt pirates off your 6. Just help out a PUG.
Starfleet's finest SHOULD be able to handle the Klangs if what you say is true. Especially with all your experience.
Even in a pug you can beat the klings, the problem is there are so many scrub players out there that don't actually take the time to learn what skill combination and what ship builds work the best and then there is the major issue of not knowing or not caring to work together.
I have been in pugs that actually worked well together and coordinated their attacks and healed each other and would go 15-0 against klings, then you get the pugs and are uncoordinated and don't heal, except themselves and have crappy damage.
I;ve said ti once and I'll say it again....
Rule #1 - don't PUG it is a waste of time. If you Must PUG because you for whatever lame reason do not want to joina fleet or a premade group that uses teamwork and strategy together or you simply never learned to get along with the other kids in the sandbox; then When you get into a PUG start by saking if the team you are in would like to stay together after the match and rework B/O skills to compliment each other better. If yes....then go work out a group dynamic that will allow for a counter to the Klingon alpha strike.
Rule #2 - captains need to know their role in a 5v5 map. Sorry to all the cruisers but your PRIMARY role is not DPS it is healing, escorts need to have some healing abilities to help the team out as well, Science is there for many reasons either shield healing, CC, a mix of both (IMO a waste of time build) and to buff and debuff.
Call me crazy but we are playing an "MMO", which means that massive multiplayer online game....if you do not want to get in a premade or a fleet team or even a friend team that you know you can count on then expect to get rocked each match and don't bother complaining on the forums about the klingons.
Fact is klingons DO NOT have to elvel from PVP but most like to, they have the alpha strike which means in theory they also have the time to coordinate attack strikes with or without VOIP.
Sorry to say bud but I do not PUG 5v5 maps its a waste of time. Go to CnH maps if you want solo style gameplay. SOlo builds flourish there.
Again i recoomend that you go watch our PVP vids you will leanr alot about pvp
ROFL, klongons win?
DOB has not lost to a klingon premade or PUG in over 5 weeks at least......Not exaterating at all. We do not lose to klingons.
feds need to L2P better
Comments
in short, heal through the alpha strike, then retaliate. Most klink teams invest heavily on the alpha strike skimp on the heals, that is their weakness.
additionally, most klinks have terrible reaction times when they get hit by a scan. almost as bad as head-lit deer
The Cloak is an advantage for the first strike ,yes. Thats it ,nothing more. Battlecloak is only available to BoPs all other Klingon Ships have to stay in fight until they die or make the others die. In the Star Trek Films it is said that the Cloak is powered by Shield Power ...guess thatswhy our shields drop (and shield power goes down to zero) when cloaking ...it is also said that the Weapons cant be fired while in cloak but if you watched the Films you know most BoPs (thats the most common used Klingon Ship in Films/Series) immediatly start firing when decloaking so this is just working as intended. Oh and as Faithborn stated ...you only have to survive the first strike then the odds are even ,maybe a bit advantage towards Fed Ships (little more hull/shields and such) since then its basically like FvF ...all ships are visible and its just a big slaughter.
Youre an Escort pilot right?
Anyway sure we can hit all the same shield facing true but this doesnt apply often in Pugs which you will mostly face and just because we can doesnt mean you should get any advantage over it because the other way around ...you could just hit a RSP (yes same as for we "can" hit all the same facing ,every ship is able to have at least 1 RSP so you "can" use one ...if you dont its your choice but the possebility is there
this has been happening time after time in t2 (ok only t2 i know) as a fed team we might lose a player to a 5 man focus, but the heals keep him up most of the time to allow the alpha to burn itself out, then they are at a huge disadvantage, often they fail to get even one if there is more than one healer. Really looking forward to t3 only 3/4 of a lvl away.
Whats the Advantage there? -> You dont know what BoP Setup you will face thats it ...could be some kind of low effective Science Ship with decent Firepower or some kind of Escort with good but not outstanding Firepower or maybe just a "Healer" with low Firepower.
You get 2x Lt BO Stations ,1x Lt Com. BO Station and 1x Com. BO Station. Thats it. You have to choose what you want to do with that BoP ,theres no real way to make him good at everything. As said the only advantage is that you dont know what you are facing and what he's capable of.
I'm surprised you don't see the advantages of Universal Stations compared to any other escort class ship in the game. I've flown a crapload of pvp in a BoP, Raptor, and more recently Fed Escorts and if I could sacrifice the one extra ensign station for universal stations I'd do it in a heartbeat.
You want to do Damage? Then you will have to use the Com Slot for Tactical BO and for sustained damage like an escort chaining Attack patterns you will have to use the Lt Com Slot for Tactical too. Leaves you with 2 Lt Slots left for anything else.
You want to really use CC science abilities then you will have to use at least the Com Slot for Science (2x VM or maybe 1 VM and some Tyrkens Rift or FBP). In doing so you will sacrifice your damageoutput far below that of an escort. You gain in exchange some more survivability because of the CC so youre some kind of science escort. Kind of jack of all trades but not really good at anything. You also can make it a full science which in return takes away any real damageoutput except for FBP as Guns on its own without some kind of Damagebuff dont do that much damage.
That's why your shields are down.
I think the real solution is to just to reduce burst damage. . Enough that whatever counter-measures you have can be activated or your friends can help you, enough that the extra shields and hull points the Federation ships have can actually make a difference.
If you don't have counter-measures or friends for help - well, that's too bad, you better load up counter-measurse and make some friends.
I think "nerfing Cloak" itself is the wrong approach. Reigning in damage outputs would help the game a lot more, and cloak _has_ to be a worthy advantage to have. Worthy enough to actually create different tactic for factions with cloaks then those without, and how they deal with each other.
For the most part, it actually does that already. The "Fedball" is a reaction to cloak, it seems. (That said, the Fedball seems to be generally beneficial - of course staying close together is a benefit if you have limited range heals!)
at the moment there is a attempt to balance out insane damage spikes caused by stacking consoles/abilities increasing dmg without a DR. On the other hand resistances won't stack like this (there is a DR)...thats it.
A cloak is a cloak, it doesn't really cause any damage to federation ships. And it is making things more interesting (paranoia etc.
I think talking about "imbalance" is very difficult, because everyone may think of his "own balance" somehow.
you could not be more wrong, i dps just fine, i have good survival, if i wanted to add some cc i could do so with only a minor loss of survivability and no loss of damage. and while i mihgt be able to add more sustained damage by using more stations for tac i really dont see the need, infact as far as i am concerned to many tac stations is a disadvantage
Hi newbie, bad analysis.
Klingons have 4 ship choices at BG5, Feds have access to 6 choices at RA5. Half of the Klingon ship choices have 1 fewer bridge officer than all 6 Fed choices.
Access to the same equipment is somewhat disingenuous, but you might be too new to understand. Until Season 1 Klingons had enormously limited access to equipment - even the PvP venders were broken for MK X gear. Feds have long had a variety of options for access to better equipment, and still do today.
The basic ship stats are not the same, perhaps you need to take a closer look. Federation Cruisers have 39,000 hull, Science ships have 27,000, and Escorts have 30,000. A Bird of Prey has 24,000, a Raptor has 27,000, a Klingon Cruiser has 36,000, and a Carrier has only 28,000 hull - 2000 less than a Fed Escort!
The Carrier is the Klingon Science ship, but has a turn rate of 4. The powerful science abilities are forward facing, meaning it is not easy to use them with a Carrier. Where were you when Feds were crying about the Galaxy class only having a turn rate of 5? Big Fed ships were upgraded in turn rate - but not the Carrier - which still stays at 4. The Carrier depends on NPC fighters/siphons etc.. which will operate at "normal" difficulty after the patch. Hmm..
Fed Escort Captains have the choice of an extra Engineer OR extra Science bridge officer. Fed Cruiser Captains have a choice of an extra Tactical or Science bridge officer. Note that means both Cruisers and Escorts have the choice of an extra Science bridge officer - and tier 1 science bridge officer skills are the best in the game. Klingon Cruisers have no choices, and are required to have a 3rd Engineer bridge officer - while Raptors have no choices either and are required to have an extra Tactical Officer. Too bad for Carriers and BoPs - they only get 4 Bridge officers which is, as noted earlier, one fewer than EVERY Fed RA ship.
There are ZERO options for an Ensign science bridge officer at BG level for Klingon ships, even though Hazard Emitters, Science Team, Polarize Hull, Jam Sensors, Mask Energy Signature, and Tractor Beam are all viable Tier 1 Science skills available to Feds - not Klingons.
If you think all things are the same, then you aren't paying attention. It is clear as day there are a number of specific details that make each ship type unique.
The variety of options on both sides are good for balance, not bad for balance. Explore the variety with more depth and you will find things are about right. The only places in STO where balance doesn't exist is where the options are limited - like countering certain very powerful abilities. As more options for countering very powerful abilities are made available, these powers will be more balanced.
I personally don't think cloak is overpowered, but I also hate the nerf the DEVs made to stealth for Tactical in ground PvP - and I don't even play a Tactical character. It isn't overpowered if there is a reasonable defense, and right now (at least for me in my Star Cruiser) I feel like I have reasonable defensive/offensive options against cloak that can make it painful for the cloaked guy (you really need to read up on options for detecting a cloaked ship if it is that much of a priority).
stealth vs hull
universal BO spots VS +1 assigned BO spot
the feds do have one thing the klingons do not have
D.O.B.
Teamwork > all other factors
Well when i see you out there you are using your tac officer so true you got the advantage of your self buffs from beeing a tac guy
You got the ~20-25sec burstdamage and thats all but once that is expired your dps drops until the CD is back up. So as long as the fights are as short as they are at the moment and burst is all that counts Tac officers in BoP have an advantage over the others. As for me ,im Science ,my BoP wont do that much damage without the second Tac BO also i wont do that much burst as you do.
So ,i might be partly wrong regarding beeing a Tac Officer in a BoP but put in an engineer or a science and the dps isnt as high as it is with your Tac.
not really used my sci since before the patch changes so is difficult to say how it would compare now, however i hit 1mil damage on my sci long before i hit 1 mil on the tac tho that is not a lot now, i found that the loss of apa and fomm (which were both lower values then) was more than made up for by a 75% debuff and preventing the target from shooting back. whether i could match my damage now as a sci i dont know for sure, would have to get used to the class again, but before it was a lot higher and oddly quite fast as i never had to contend with rsp or heals etc but also crf was bugged and hit harder. might dust it off at some point and see.
However you were on about the ship, not the captain, and uni slots are worth a lot however you stack it.
Tricobalt Mine : OH HAI!
Me : Go Tricobalt! GO!
Cloaked Klingon Ship : OH SHI- *POP!*
Hilarity ensues.
Klink BoPs are:
Faster and more maneuverable than Fed Escorts,
Have universal BO slots,
Have a real Hull and Shields,
Appear to be able to mount 35 cannon at once,
Have VM and SNB AND RSP!
Battlecloak.
FIX:
Give all fed Escorts tier equivalent BoP stats!
Maybe even a cloak. Battlecloak?
Of course then no Klings will play because they can't cheat then.
Maybe Cryptic can offer them badges to play with the Feds...
how about you roll one with all those abilities, you moan in every post, i imagine you would quickly be moaning about op feds once you have had your TRIBBLE handed to you a few times,
I KNOW how broken they are!
Problem is, in FvK PvP most Klangs are all, "No they're not."
Don't make me list how Klangs start at LC5 and get all 3 BO's after a minor ground fight at the starbase.
If this is stil the case. Then all you have done is support the fact there is a balance issue. If the majority of Klingon BG have worse weapons than RA amoungst other equipment and can still over power the Feds then you can hardly say there is not an issue. I have had extensive experiance now of Fed PVP and am pretty good at it. However the numbers speak for themselves. Klingons winning almost every fight?? but no blance issue?? come on. They new SCi changes on Tribble should make a difference and balance things out but i still personally feel that Feds ability to detect clock, even at a v short distance needs improving for all classes. This would go some way to stop the gankfest. It will also help the Klingons as the Fed will not have to forum FedBalls constantly just to not get killed.
Problem is most Klingons know about this embalance and don't want it to change, that's why they are LOUDLY denying it everywhere. Some believe in the delusion so bad they encouraged me to fly my own BoP, that's when I realized it's worse than I originally thought.
If they were to actually balance PvP, most of these WoW players would quit without their IWIN button.
DOB has not lost to a klingon premade or PUG in over 5 weeks at least......Not exaterating at all. We do not lose to klingons.
feds need to L2P better
Ah, that would be "WE."
So do any soloing against Klangs in PvP? So your saying a group that's played together and refined their moves together can beat groups of Klangs using the IWIN button.
Try it. Without your buddies to back you up and keep the butt pirates off your 6. Just help out a PUG.
Starfleet's finest SHOULD be able to handle the Klangs if what you say is true. Especially with all your experience.
I have been in pugs that actually worked well together and coordinated their attacks and healed each other and would go 15-0 against klings, then you get the pugs and are uncoordinated and don't heal, except themselves and have crappy damage.
It all comes down to are you a scrub or not.
Rule #1 - don't PUG it is a waste of time. If you Must PUG because you for whatever lame reason do not want to joina fleet or a premade group that uses teamwork and strategy together or you simply never learned to get along with the other kids in the sandbox; then When you get into a PUG start by saking if the team you are in would like to stay together after the match and rework B/O skills to compliment each other better. If yes....then go work out a group dynamic that will allow for a counter to the Klingon alpha strike.
Rule #2 - captains need to know their role in a 5v5 map. Sorry to all the cruisers but your PRIMARY role is not DPS it is healing, escorts need to have some healing abilities to help the team out as well, Science is there for many reasons either shield healing, CC, a mix of both (IMO a waste of time build) and to buff and debuff.
Call me crazy but we are playing an "MMO", which means that massive multiplayer online game....if you do not want to get in a premade or a fleet team or even a friend team that you know you can count on then expect to get rocked each match and don't bother complaining on the forums about the klingons.
Fact is klingons DO NOT have to elvel from PVP but most like to, they have the alpha strike which means in theory they also have the time to coordinate attack strikes with or without VOIP.
Sorry to say bud but I do not PUG 5v5 maps its a waste of time. Go to CnH maps if you want solo style gameplay. SOlo builds flourish there.
Again i recoomend that you go watch our PVP vids you will leanr alot about pvp
*cough* ahem *cough*
edit: oh wait, you said klinks. nvm.
lol Faith, forget which side your on for a sec? :P
didn't see the klink label.